[1-2] Flee the area for at least 1d3 turns.
[3] Rear back or buck dangerously at anyone who is within 1d6' of him. All within range must save vs. paralysis/ make a Reflex save DC 15 or take 1d10 damage.
[4] Get closer to at least one member of his herd, preferably right next to them for the next 2d3 turns.
[5] Keep moving around for the next 2d3 turns.
[6] Commune with horse spirits, doing nothing else but drum, dance, chant, or the like for 2d6 turns.
10-13. One may need to hold his horses, for the follower will feel compelled act as his totem would. For the next 7d4 days, he must save vs. spell/ make a Will save DC 15 whenever he's stressed, or roll on the results above (#1-9).
14-16. Equine majesty shows more easily in the horse follower. From now on, he gains a physical horse trait which, in addition to providing a special ability, also has a cumulative 10% chance of causing fear and/or revulsion for those not akin to totemic changes.
[1] Horse Head: gain a bite attack for 1d2 + STR mod damage, along with a +8 bonus to hearing and smelling checks.
[2] Horse Mane: gain a very full head of hair, granting +1d3 Charisma bonus with freedom-loving types, as well as no increase in the chance of causing fear or revulsion in others.
[3-4] Horse Legs/ Centaur: Gain +15' speed in open areas and a +4 bonus to resist being pushed or knocked over. May also attack for 1d4 + STR mod damage as part of a trample or back kick, thanks to having hooves. Rolling this result twice will cause the follower to become like a centaur, doubling both bonuses and the damage he can do, as well as granting +2d6 hit points and +2d2 Constitution. On the other hand, he will become larger, less able to fit into areas, and lose the ability to use many normal garments and types of armor.
[5] Horse Strength: gain a +1d3 bonus to Strength and a +1d3 bonus to Constitution.
[6] Horse Tail: can pick up the scent of horses and predators within 1d20 x 50', depending on which way the wind is blowing.
17+ Time for a great ride. For the next 2d6 hours, plus 2d6 additional hours per totem test result over 17, he experiences one of the following tests. Roll 1d4.
[1] The totemist is turned into a centaur of equal HD or higher, likely a brutal raider. See also the article on centaurs (link) for more information to make sure.
[2] The totemist is turned into an actual horse, though for 4d6 weeks instead.
[3] All mounts will resist their riders in the totremist's presence (including his own), pulling at restraints and wishing only to run free. Any checks made to control them will be at -2d6.
[4] A nightmare or similar equine monster is summoned. It terrifies and attempts to trample the totemist and his comrades to death, and likely has a nefarious rider too. Both will have a combined HD equal to the totem test result. They arrive within half the time remaining of the test's duration, and will attack until slain or the test's duration expires.
Next week: Totems: Horse, Part IV!